/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated July 28, 2023. Replaces all prior versions.
 *
 * Copyright (c) 2013-2023, Esoteric Software LLC
 *
 * Integration of the Spine Runtimes into software or otherwise creating
 * derivative works of the Spine Runtimes is permitted under the terms and
 * conditions of Section 2 of the Spine Editor License Agreement:
 * http://esotericsoftware.com/spine-editor-license
 *
 * Otherwise, it is permitted to integrate the Spine Runtimes into software or
 * otherwise create derivative works of the Spine Runtimes (collectively,
 * "Products"), provided that each user of the Products must obtain their own
 * Spine Editor license and redistribution of the Products in any form must
 * include this license and copyright notice.
 *
 * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
 * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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 *****************************************************************************/

#include <spine/RotateTimeline.h>

#include <spine/Event.h>
#include <spine/Skeleton.h>

#include <spine/Animation.h>
#include <spine/Bone.h>
#include <spine/BoneData.h>
#include <spine/Property.h>

using namespace spine;

RTTI_IMPL(RotateTimeline, CurveTimeline1)

RotateTimeline::RotateTimeline(size_t frameCount, size_t bezierCount, int boneIndex) : CurveTimeline1(frameCount,
																									  bezierCount),
																					   _boneIndex(boneIndex) {
	PropertyId ids[] = {((PropertyId) Property_Rotate << 32) | boneIndex};
	setPropertyIds(ids, 1);
}

void RotateTimeline::apply(Skeleton &skeleton, float lastTime, float time, Vector<Event *> *pEvents, float alpha,
						   MixBlend blend, MixDirection direction) {
	SP_UNUSED(lastTime);
	SP_UNUSED(pEvents);
	SP_UNUSED(direction);

	Bone *bone = skeleton._bones[_boneIndex];
	if (!bone->_active) return;

	if (time < _frames[0]) {
		switch (blend) {
			case MixBlend_Setup:
				bone->_rotation = bone->_data._rotation;
				return;
			case MixBlend_First:
				bone->_rotation += (bone->_data._rotation - bone->_rotation) * alpha;
			default: {
			}
		}
		return;
	}

	float r = getCurveValue(time);
	switch (blend) {
		case MixBlend_Setup:
			bone->_rotation = bone->_data._rotation + r * alpha;
			break;
		case MixBlend_First:
		case MixBlend_Replace:
			r += bone->_data._rotation - bone->_rotation;
		case MixBlend_Add:
			bone->_rotation += r * alpha;
	}
}
